Aegisub/aegisub/auto4_lua.cpp
Niels Martin Hansen cf2d2ff5d4 Fixed "cannot wait for thread termination (invalid handle)" error in Auto4/Lua on wxMSW 2.8.3 by removing threading dependency in Auto4LuaScript::Create. It wasn't needed there anyway.
Also removed absolute dependency on hunspell, Aegisub should just build without spellchecking support now. Finally removed requirement to have built with at least one spellchecker. (That was stupid.)

Originally committed to SVN as r1112.
2007-04-22 15:45:29 +00:00

950 lines
25 KiB
C++

// Copyright (c) 2006, 2007, Niels Martin Hansen
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// -----------------------------------------------------------------------------
//
// AEGISUB
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:jiifurusu@gmail.com
//
#include "auto4_lua.h"
#include "auto4_auto3.h"
#include "ass_dialogue.h"
#include "ass_style.h"
#include "ass_file.h"
#include "ass_override.h"
#include "text_file_reader.h"
#include "options.h"
#include "vfr.h"
#include "../lua51/src/lualib.h"
#include "../lua51/src/lauxlib.h"
#include <wx/msgdlg.h>
#include <wx/filename.h>
#include <wx/filefn.h>
#include <wx/window.h>
#include <assert.h>
#include <algorithm>
namespace Automation4 {
// LuaStackcheck
//#ifdef _DEBUG
#if 0
struct LuaStackcheck {
lua_State *L;
int startstack;
void check(int additional)
{
int top = lua_gettop(L);
if (top - additional != startstack) {
wxLogDebug(_T("Lua stack size mismatch."));
dump();
assert(top - additional == startstack);
}
}
void dump()
{
int top = lua_gettop(L);
wxLogDebug(_T("Dumping Lua stack..."));
for (int i = top; i > 0; i--) {
lua_pushvalue(L, i);
wxString type(lua_typename(L, lua_type(L, -1)), wxConvUTF8);
if (lua_isstring(L, i)) {
wxLogDebug(type + _T(": ") + wxString(lua_tostring(L, -1), wxConvUTF8));
} else {
wxLogDebug(type);
}
lua_pop(L, 1);
}
wxLogDebug(_T("--- end dump"));
}
LuaStackcheck(lua_State *_L) : L(_L) { startstack = lua_gettop(L); }
~LuaStackcheck() { check(0); }
};
#else
struct LuaStackcheck {
void check(int additional) { }
void dump() { }
LuaStackcheck(lua_State *L) { }
~LuaStackcheck() { }
};
#endif
// LuaScriptReader
LuaScriptReader::LuaScriptReader(const wxString &filename)
{
#ifdef WIN32
f = _tfopen(filename.c_str(), _T("rb"));
#else
f = fopen(filename.fn_str(), "rb");
#endif
first = true;
databuf = new char[bufsize];
}
LuaScriptReader::~LuaScriptReader()
{
if (databuf)
delete databuf;
fclose(f);
}
const char* LuaScriptReader::reader_func(lua_State *L, void *data, size_t *size)
{
LuaScriptReader *self = (LuaScriptReader*)(data);
unsigned char *b = (unsigned char *)self->databuf;
FILE *f = self->f;
if (feof(f)) {
*size = 0;
return 0;
}
if (self->first) {
// check if file is sensible and maybe skip bom
if ((*size = fread(b, 1, 4, f)) == 4) {
if (b[0] == 0xEF && b[1] == 0xBB && b[2] == 0xBF) {
// got an utf8 file with bom
// nothing further to do, already skipped the bom
fseek(f, -1, SEEK_CUR);
} else {
// oops, not utf8 with bom
// check if there is some other BOM in place and complain if there is...
if ((b[0] == 0xFF && b[1] == 0xFE && b[2] == 0x00 && b[3] == 0x00) || // utf32be
(b[0] == 0x00 && b[1] == 0x00 && b[2] == 0xFE && b[3] == 0xFF) || // utf32le
(b[0] == 0xFF && b[1] == 0xFE) || // utf16be
(b[0] == 0xFE && b[1] == 0xFF) || // utf16le
(b[0] == 0x2B && b[1] == 0x2F && b[2] == 0x76) || // utf7
(b[0] == 0x00 && b[2] == 0x00) || // looks like utf16be
(b[1] == 0x00 && b[3] == 0x00)) { // looks like utf16le
throw _T("The script file uses an unsupported character set. Only UTF-8 is supported.");
}
// assume utf8 without bom, and rewind file
fseek(f, 0, SEEK_SET);
}
} else {
// hmm, rather short file this...
// doesn't have a bom, assume it's just ascii/utf8 without bom
return self->databuf; // *size is already set
}
self->first = false;
}
*size = fread(b, 1, bufsize, f);
return self->databuf;
}
// LuaScript
LuaScript::LuaScript(const wxString &filename)
: Script(filename)
, L(0)
{
Create();
}
LuaScript::~LuaScript()
{
if (L) Destroy();
}
void LuaScript::Create()
{
Destroy();
loaded = true;
try {
// create lua environment
L = lua_open();
LuaStackcheck _stackcheck(L);
// register standard libs
lua_pushcfunction(L, luaopen_base); lua_call(L, 0, 0);
lua_pushcfunction(L, luaopen_package); lua_call(L, 0, 0);
lua_pushcfunction(L, luaopen_string); lua_call(L, 0, 0);
lua_pushcfunction(L, luaopen_table); lua_call(L, 0, 0);
lua_pushcfunction(L, luaopen_math); lua_call(L, 0, 0);
lua_pushcfunction(L, luaopen_io); lua_call(L, 0, 0);
lua_pushcfunction(L, luaopen_os); lua_call(L, 0, 0);
_stackcheck.check(0);
// dofile and loadfile are replaced with include
lua_pushnil(L);
lua_setglobal(L, "dofile");
lua_pushnil(L);
lua_setglobal(L, "loadfile");
lua_pushcfunction(L, LuaInclude);
lua_setglobal(L, "include");
// prepare stuff in the registry
// reference to the script object
lua_pushlightuserdata(L, this);
lua_setfield(L, LUA_REGISTRYINDEX, "aegisub");
// the "feature" table
// integer indexed, using same indexes as "features" vector in the base Script class
lua_newtable(L);
lua_setfield(L, LUA_REGISTRYINDEX, "features");
_stackcheck.check(0);
// make "aegisub" table
lua_pushstring(L, "aegisub");
lua_newtable(L);
// aegisub.register_macro
lua_pushcfunction(L, LuaFeatureMacro::LuaRegister);
lua_setfield(L, -2, "register_macro");
// aegisub.register_filter
lua_pushcfunction(L, LuaFeatureFilter::LuaRegister);
lua_setfield(L, -2, "register_filter");
// aegisub.text_extents
lua_pushcfunction(L, LuaTextExtents);
lua_setfield(L, -2, "text_extents");
// VFR handling
lua_pushcfunction(L, LuaFrameFromMs);
lua_setfield(L, -2, "frame_from_ms");
lua_pushcfunction(L, LuaMsFromFrame);
lua_setfield(L, -2, "ms_from_frame");
// aegisub.lua_automation_version
lua_pushinteger(L, 4);
lua_setfield(L, -2, "lua_automation_version");
// store aegisub table to globals
lua_settable(L, LUA_GLOBALSINDEX);
_stackcheck.check(0);
// load user script
LuaScriptReader script_reader(GetFilename());
if (lua_load(L, script_reader.reader_func, &script_reader, GetPrettyFilename().mb_str(wxConvUTF8))) {
wxString *err = new wxString(lua_tostring(L, -1), wxConvUTF8);
err->Prepend(_T("Error loading Lua script \"") + GetPrettyFilename() + _T("\":\n\n"));
throw err->c_str();
}
_stackcheck.check(1);
// and execute it
// this is where features are registered
// don't thread this, as there's no point in it and it seems to break on wx 2.8.3, for some reason
if (lua_pcall(L, 0, 0, 0)) {
// error occurred, assumed to be on top of Lua stack
wxString *err = new wxString(lua_tostring(L, -1), wxConvUTF8);
err->Prepend(_T("Error initialising Lua script \"") + GetPrettyFilename() + _T("\":\n\n"));
throw err->c_str();
}
_stackcheck.check(0);
lua_getglobal(L, "version");
if (lua_isnumber(L, -1)) {
if (lua_tointeger(L, -1) == 3) {
lua_pop(L, 1); // just to avoid tripping the stackcheck in debug
// So this is an auto3 script...
// Throw it as an exception, the script factory manager will catch this and use the auto3 script instead of this script object
throw new Auto3Script(GetFilename());
}
}
lua_getglobal(L, "script_name");
if (lua_isstring(L, -1)) {
name = wxString(lua_tostring(L, -1), wxConvUTF8);
} else {
name = GetPrettyFilename();
}
lua_getglobal(L, "script_description");
if (lua_isstring(L, -1)) {
description = wxString(lua_tostring(L, -1), wxConvUTF8);
}
lua_getglobal(L, "script_author");
if (lua_isstring(L, -1)) {
author = wxString(lua_tostring(L, -1), wxConvUTF8);
}
lua_getglobal(L, "script_version");
if (lua_isstring(L, -1)) {
version = wxString(lua_tostring(L, -1), wxConvUTF8);
}
lua_pop(L, 5);
// if we got this far, the script should be ready
_stackcheck.check(0);
}
catch (const char *e) {
Destroy();
loaded = false;
name = GetPrettyFilename();
description = wxString(e, wxConvUTF8);
}
catch (const wchar_t *e) {
Destroy();
loaded = false;
name = GetPrettyFilename();
description = e;
}
catch (...) {
Destroy();
loaded = false;
name = GetPrettyFilename();
description = _T("Unknown error initialising Lua script");
}
}
void LuaScript::Destroy()
{
// Assume the script object is clean if there's no Lua state
if (!L) return;
// remove features
for (int i = 0; i < (int)features.size(); i++) {
Feature *f = features[i];
delete f;
}
features.clear();
// delete environment
lua_close(L);
L = 0;
loaded = false;
}
void LuaScript::Reload()
{
Destroy();
Create();
}
LuaScript* LuaScript::GetScriptObject(lua_State *L)
{
lua_getfield(L, LUA_REGISTRYINDEX, "aegisub");
void *ptr = lua_touserdata(L, -1);
lua_pop(L, 1);
return (LuaScript*)ptr;
}
int LuaScript::LuaTextExtents(lua_State *L)
{
if (!lua_istable(L, 1)) {
lua_pushstring(L, "First argument to text_extents must be a table");
lua_error(L);
}
if (!lua_isstring(L, 2)) {
lua_pushstring(L, "Second argument to text_extents must be a string");
lua_error(L);
}
lua_pushvalue(L, 1);
AssEntry *et = LuaAssFile::LuaToAssEntry(L);
AssStyle *st = dynamic_cast<AssStyle*>(et);
lua_pop(L, 1);
if (!st) {
delete et; // Make sure to delete the "live" pointer
lua_pushstring(L, "Not a style entry");
lua_error(L);
}
wxString text(lua_tostring(L, 2), wxConvUTF8);
double width, height, descent, extlead;
if (!CalculateTextExtents(st, text, width, height, descent, extlead)) {
delete st;
lua_pushstring(L, "Some internal error occurred calculating text_extents");
lua_error(L);
}
delete st;
lua_pushnumber(L, width);
lua_pushnumber(L, height);
lua_pushnumber(L, descent);
lua_pushnumber(L, extlead);
return 4;
}
int LuaScript::LuaInclude(lua_State *L)
{
LuaScript *s = GetScriptObject(L);
if (!lua_isstring(L, 1)) {
lua_pushstring(L, "Argument to include must be a string");
lua_error(L);
return 0;
}
wxString fnames(lua_tostring(L, 1), wxConvUTF8);
wxFileName fname(fnames);
if (fname.GetDirCount() == 0) {
// filename only
fname = s->include_path.FindAbsoluteValidPath(fnames);
} else if (fname.IsRelative()) {
// relative path
wxFileName sfname(s->GetFilename());
fname.MakeAbsolute(sfname.GetPath(true));
} else {
// absolute path, do nothing
}
if (!fname.IsOk() || !fname.FileExists()) {
lua_pushfstring(L, "Lua include not found: %s", fnames.mb_str(wxConvUTF8).data());
lua_error(L);
}
LuaScriptReader script_reader(fname.GetFullPath());
if (lua_load(L, script_reader.reader_func, &script_reader, fname.GetFullName().mb_str(wxConvUTF8))) {
lua_pushfstring(L, "Error loading Lua include \"%s\":\n\n%s", fname.GetFullPath().mb_str(wxConvUTF8).data(), lua_tostring(L, -1));
lua_error(L);
return 0;
}
int pretop = lua_gettop(L) - 1; // don't count the function value itself
lua_call(L, 0, LUA_MULTRET);
return lua_gettop(L) - pretop;
}
int LuaScript::LuaFrameFromMs(lua_State *L)
{
int ms = (int)lua_tonumber(L, -1);
lua_pop(L, 1);
if (VFR_Output.IsLoaded()) {
lua_pushnumber(L, VFR_Output.GetFrameAtTime(ms, true));
return 1;
} else {
lua_pushnil(L);
return 1;
}
}
int LuaScript::LuaMsFromFrame(lua_State *L)
{
int frame = (int)lua_tonumber(L, -1);
lua_pop(L, 1);
if (VFR_Output.IsLoaded()) {
lua_pushnumber(L, VFR_Output.GetTimeAtFrame(frame, true));
return 1;
} else {
lua_pushnil(L);
return 1;
}
}
// LuaThreadedCall
LuaThreadedCall::LuaThreadedCall(lua_State *_L, int _nargs, int _nresults)
: wxThread(wxTHREAD_JOINABLE)
, L(_L)
, nargs(_nargs)
, nresults(_nresults)
{
int prio = Options.AsInt(_T("Automation Thread Priority"));
if (prio == 0) prio = 50; // normal
else if (prio == 1) prio = 30; // below normal
else if (prio == 2) prio = 10; // lowest
else prio = 50; // fallback normal
Create();
SetPriority(prio);
Run();
}
wxThread::ExitCode LuaThreadedCall::Entry()
{
int result = lua_pcall(L, nargs, nresults, 0);
// see if there's a progress sink window to close
lua_getfield(L, LUA_REGISTRYINDEX, "progress_sink");
if (lua_isuserdata(L, -1)) {
LuaProgressSink *ps = LuaProgressSink::GetObjPointer(L, -1);
if (result) {
// if the call failed, log the error here
wxString errmsg(lua_tostring(L, -2), wxConvUTF8);
ps->AddDebugOutput(_T("\n\nLua reported a runtime error:\n"));
ps->AddDebugOutput(errmsg);
lua_pop(L, 1);
}
// don't bother protecting this with a mutex, it should be safe enough like this
ps->script_finished = true;
// tell wx to run its idle-events now, just to make the progress window notice earlier that we're done
wxWakeUpIdle();
}
lua_pop(L, 1);
lua_gc(L, LUA_GCCOLLECT, 0);
return (wxThread::ExitCode)result;
}
// LuaFeature
LuaFeature::LuaFeature(lua_State *_L, ScriptFeatureClass _featureclass, const wxString &_name)
: Feature(_featureclass, _name)
, L(_L)
{
}
void LuaFeature::RegisterFeature()
{
// get the LuaScript objects
lua_getfield(L, LUA_REGISTRYINDEX, "aegisub");
LuaScript *s = (LuaScript*)lua_touserdata(L, -1);
lua_pop(L, 1);
// add the Feature object
s->features.push_back(this);
// get the index+1 it was pushed into
myid = (int)s->features.size()-1;
// create table with the functions
// get features table
lua_getfield(L, LUA_REGISTRYINDEX, "features");
lua_pushvalue(L, -2);
lua_rawseti(L, -2, myid);
lua_pop(L, 1);
}
void LuaFeature::GetFeatureFunction(int functionid)
{
// get feature table
lua_getfield(L, LUA_REGISTRYINDEX, "features");
// get this feature's function pointers
lua_rawgeti(L, -1, myid);
// get pointer for validation function
lua_rawgeti(L, -1, functionid);
lua_remove(L, -2);
lua_remove(L, -2);
}
void LuaFeature::CreateIntegerArray(const std::vector<int> &ints)
{
// create an array-style table with an integer vector in it
// leave the new table on top of the stack
lua_newtable(L);
for (size_t i = 0; i != ints.size(); ++i) {
lua_pushinteger(L, ints[i]+1);
lua_rawseti(L, -2, i+1);
}
}
void LuaFeature::ThrowError()
{
wxString err(lua_tostring(L, -1), wxConvUTF8);
lua_pop(L, 1);
wxLogError(err);
}
// LuaFeatureMacro
int LuaFeatureMacro::LuaRegister(lua_State *L)
{
wxString _name(lua_tostring(L, 1), wxConvUTF8);
wxString _description(lua_tostring(L, 2), wxConvUTF8);
LuaFeatureMacro *macro = new LuaFeatureMacro(_name, _description, L);
(void)macro;
return 0;
}
LuaFeatureMacro::LuaFeatureMacro(const wxString &_name, const wxString &_description, lua_State *_L)
: Feature(SCRIPTFEATURE_MACRO, _name)
, FeatureMacro(_name, _description)
, LuaFeature(_L, SCRIPTFEATURE_MACRO, _name)
{
// new table for containing the functions for this feature
lua_newtable(L);
// store processing function
if (!lua_isfunction(L, 3)) {
lua_pushstring(L, "The macro processing function must be a function");
lua_error(L);
}
lua_pushvalue(L, 3);
lua_rawseti(L, -2, 1);
// and validation function
lua_pushvalue(L, 4);
no_validate = !lua_isfunction(L, -1);
lua_rawseti(L, -2, 2);
// make the feature known
RegisterFeature();
// and remove the feature function table again
lua_pop(L, 1);
}
bool LuaFeatureMacro::Validate(AssFile *subs, const std::vector<int> &selected, int active)
{
if (no_validate)
return true;
GetFeatureFunction(2); // 2 = validation function
// prepare function call
LuaAssFile *subsobj = new LuaAssFile(L, subs, false, false);
(void) subsobj;
CreateIntegerArray(selected); // selected items
lua_pushinteger(L, -1); // active line
// do call
LuaThreadedCall call(L, 3, 1);
wxThread::ExitCode code = call.Wait();
(void) code;
// get result
bool result = !!lua_toboolean(L, -1);
// clean up stack
lua_pop(L, 1);
return result;
}
void LuaFeatureMacro::Process(AssFile *subs, const std::vector<int> &selected, int active, wxWindow * const progress_parent)
{
GetFeatureFunction(1); // 1 = processing function
// prepare function call
LuaAssFile *subsobj = new LuaAssFile(L, subs, true, true);
(void) subsobj;
CreateIntegerArray(selected); // selected items
lua_pushinteger(L, -1); // active line
LuaProgressSink *ps = new LuaProgressSink(L, progress_parent);
ps->SetTitle(GetName());
// do call
LuaThreadedCall call(L, 3, 0);
ps->ShowModal();
wxThread::ExitCode code = call.Wait();
(void) code;
//if (code) ThrowError();
delete ps;
}
// LuaFeatureFilter
LuaFeatureFilter::LuaFeatureFilter(const wxString &_name, const wxString &_description, int merit, lua_State *_L)
: Feature(SCRIPTFEATURE_FILTER, _name)
, FeatureFilter(_name, _description, merit)
, LuaFeature(_L, SCRIPTFEATURE_FILTER, _name)
{
// Works the same as in LuaFeatureMacro
lua_newtable(L);
if (!lua_isfunction(L, 4)) {
lua_pushstring(L, "The filter processing function must be a function");
lua_error(L);
}
lua_pushvalue(L, 4);
lua_rawseti(L, -2, 1);
lua_pushvalue(L, 5);
has_config = lua_isfunction(L, -1);
lua_rawseti(L, -2, 2);
RegisterFeature();
lua_pop(L, 1);
}
void LuaFeatureFilter::Init()
{
// Don't think there's anything to do here... (empty in auto3)
}
int LuaFeatureFilter::LuaRegister(lua_State *L)
{
wxString _name(lua_tostring(L, 1), wxConvUTF8);
wxString _description(lua_tostring(L, 2), wxConvUTF8);
int _merit = lua_tointeger(L, 3);
LuaFeatureFilter *filter = new LuaFeatureFilter(_name, _description, _merit, L);
(void) filter;
return 0;
}
void LuaFeatureFilter::ProcessSubs(AssFile *subs, wxWindow *export_dialog)
{
GetFeatureFunction(1); // 1 = processing function
assert(lua_isfunction(L, -1));
// prepare function call
// subtitles (undo doesn't make sense in exported subs, in fact it'll totally break the undo system)
LuaAssFile *subsobj = new LuaAssFile(L, subs, true/*allow modifications*/, false/*disallow undo*/);
(void) subsobj;
// config
if (has_config && config_dialog) {
assert(config_dialog->LuaReadBack(L) == 1);
// TODO, write back stored options here
} else {
// no config so put an empty table instead
lua_newtable(L);
}
LuaProgressSink *ps = new LuaProgressSink(L, export_dialog, false);
ps->SetTitle(GetName());
// do call
LuaThreadedCall call(L, 2, 0);
ps->ShowModal();
wxThread::ExitCode code = call.Wait();
(void) code;
//if (code) ThrowError();
delete ps;
}
ScriptConfigDialog* LuaFeatureFilter::GenerateConfigDialog(wxWindow *parent)
{
if (!has_config)
return 0;
GetFeatureFunction(2); // 2 = config dialog function
// prepare function call
// subtitles (don't allow any modifications during dialog creation, ideally the subs aren't even accessed)
LuaAssFile *subsobj = new LuaAssFile(L, AssFile::top, false/*allow modifications*/, false/*disallow undo*/);
(void) subsobj;
// stored options
lua_newtable(L); // TODO, nothing for now
LuaProgressSink *ps = new LuaProgressSink(L, 0, false);
ps->SetTitle(GetName());
// do call
LuaThreadedCall call(L, 2, 1);
ps->ShowModal();
wxThread::ExitCode code = call.Wait();
delete ps;
if (!code) {
// The config dialog table should now be on stack as LuaConfigDialog constructor expects
return config_dialog = new LuaConfigDialog(L, false);
} else {
return config_dialog = 0;
}
}
// LuaProgressSink
LuaProgressSink::LuaProgressSink(lua_State *_L, wxWindow *parent, bool allow_config_dialog)
: ProgressSink(parent)
, L(_L)
{
LuaProgressSink **ud = (LuaProgressSink**)lua_newuserdata(L, sizeof(LuaProgressSink*));
*ud = this;
// register progress reporting stuff
lua_getglobal(L, "aegisub");
lua_newtable(L);
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaSetProgress, 1);
lua_setfield(L, -2, "set");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaSetTask, 1);
lua_setfield(L, -2, "task");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaSetTitle, 1);
lua_setfield(L, -2, "title");
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaGetCancelled, 1);
lua_setfield(L, -2, "is_cancelled");
lua_setfield(L, -2, "progress");
lua_newtable(L);
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaDebugOut, 1);
lua_setfield(L, -2, "out");
lua_setfield(L, -2, "debug");
lua_pushvalue(L, -2);
lua_pushcclosure(L, LuaDebugOut, 1);
lua_setfield(L, -2, "log");
if (allow_config_dialog) {
lua_newtable(L);
lua_pushvalue(L, -3);
lua_pushcclosure(L, LuaDisplayDialog, 1);
lua_setfield(L, -2, "display");
lua_setfield(L, -2, "dialog");
}
// reference so other objects can also find the progress sink
lua_pushvalue(L, -2);
lua_setfield(L, LUA_REGISTRYINDEX, "progress_sink");
lua_pop(L, 2);
}
LuaProgressSink::~LuaProgressSink()
{
// remove progress reporting stuff
lua_getglobal(L, "aegisub");
lua_pushnil(L);
lua_setfield(L, -2, "progress");
lua_pushnil(L);
lua_setfield(L, -2, "debug");
lua_pop(L, 1);
lua_pushnil(L);
lua_setfield(L, LUA_REGISTRYINDEX, "progress_sink");
}
LuaProgressSink* LuaProgressSink::GetObjPointer(lua_State *L, int idx)
{
assert(lua_type(L, idx) == LUA_TUSERDATA);
void *ud = lua_touserdata(L, idx);
return *((LuaProgressSink**)ud);
}
int LuaProgressSink::LuaSetProgress(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
float progress = lua_tonumber(L, 1);
ps->SetProgress(progress);
return 0;
}
int LuaProgressSink::LuaSetTask(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
wxString task(lua_tostring(L, 1), wxConvUTF8);
ps->SetTask(task);
return 0;
}
int LuaProgressSink::LuaSetTitle(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
wxString title(lua_tostring(L, 1), wxConvUTF8);
ps->SetTitle(title);
return 0;
}
int LuaProgressSink::LuaGetCancelled(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
lua_pushboolean(L, ps->cancelled);
return 1;
}
int LuaProgressSink::LuaDebugOut(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
// Check trace level
if (lua_isnumber(L, 1)) {
int level = lua_tointeger(L, 1);
if (level > ps->trace_level)
return 0;
// remove trace level
lua_remove(L, 1);
}
// Only do format-string handling if there's more than one argument left
// (If there's more than one argument left, assume first is a format string and rest are format arguments)
if (lua_gettop(L) > 1) {
// Format the string
lua_getglobal(L, "string");
lua_getfield(L, -1, "format");
// Here stack contains format string, format arguments, 'string' table, format function
// remove 'string' table
lua_remove(L, -2);
// put the format function into place
lua_insert(L, 1);
// call format function
lua_call(L, lua_gettop(L)-1, 1);
}
// Top of stack is now a string to output
wxString msg(lua_tostring(L, 1), wxConvUTF8);
ps->AddDebugOutput(msg);
return 0;
}
int LuaProgressSink::LuaDisplayDialog(lua_State *L)
{
LuaProgressSink *ps = GetObjPointer(L, lua_upvalueindex(1));
// Check that two arguments were actually given
// If only one, add another empty table for buttons
if (lua_gettop(L) == 1) {
lua_newtable(L);
}
// If more than two, remove the excess
if (lua_gettop(L) > 2) {
lua_settop(L, 2);
}
// Send the "show dialog" event
// See comments in auto4_base.h for more info on this synchronisation
ShowConfigDialogEvent evt;
LuaConfigDialog dlg(L, true); // magically creates the config dialog structure etc
evt.config_dialog = &dlg;
wxSemaphore sema(0, 1);
evt.sync_sema = &sema;
ps->AddPendingEvent(evt);
sema.Wait();
// more magic: puts two values on stack: button pushed and table with control results
return dlg.LuaReadBack(L);
}
// Factory class for Lua scripts
// Not declared in header, since it doesn't need to be accessed from outside
// except through polymorphism
class LuaScriptFactory : public ScriptFactory {
public:
LuaScriptFactory()
{
engine_name = _T("Lua");
filename_pattern = _T("*.lua");
Register(this);
}
~LuaScriptFactory() { }
virtual Script* Produce(const wxString &filename) const
{
// Just check if file extension is .lua
// Reject anything else
if (filename.Right(4).Lower() == _T(".lua")) {
return new LuaScript(filename);
} else {
return 0;
}
}
};
LuaScriptFactory _lua_script_factory;
};